float4x4 World;
float4x4 ViewProjection;

// TODO: add effect parameters here.

struct VertexShaderInput
{
    float4 Position : POSITION0;
	float4 Color : COLOR0;

    // TODO: add input channels such as texture
    // coordinates and vertex colors here.
};

struct VertexShaderOutput
{
    float4 Position : POSITION0;
	float4 Color : COLOR0;
};

VertexShaderOutput VertexShaderFunction(VertexShaderInput input)
{
    VertexShaderOutput output;
    output.Position = mul(input.Position, ViewProjection);
	output.Color = input.Color;
    return output;
}

float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0
{ return input.Color;}

technique Technique1
{
    pass Pass1
    {
        // TODO: set renderstates here.

        VertexShader = compile vs_2_0 VertexShaderFunction();
        PixelShader = compile ps_2_0 PixelShaderFunction();
    }
}
